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образования: Дис. . канд. социол. наук. - Курск. 1999.
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Изд-во полит, лит-ры. 1982.- С. 560.
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и содержание, творчество : уч. пос. для студ. высш. учеб. заведений . М., 1984.
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ФИО автора:
Matrasulov Murodjon (teacher)
Secondary school No 22 of Khiva district of Khorezm region
Название публикации: «
APPLICATION OF INTERACTIVE TECHNOLOGIES
IN ENGLISH LESSONS»
Annotation:
This article provides insights into the use of interactive and game
technologies in foreign language teaching in the education system. Achieving a
positive lesson effectiveness of the effective use of technological methods is
highlighted.
Аннотация:
Эта статья дает представление об использовании интерактивных и
игровых технологий в обучении иностранным языкам в системе образования.
Подчеркивается получение положительного урока эффективности эффективного
использования технологических приемов.
Keywords:
interactive, positive, technological method, textbook, didactic, objects,
back to back, bingo, pictionary.
Ключевые слова:
интерактив, позитив, технологический прием, учебник,
дидактика, предметы, спина к спине, лото, словарь.
Learning English is one of the main conditions for today's development.
Therefore, it is the responsibility of both parents and educators not only to increase the
interest of the younger generation in this science, but also to encourage their research
in this area. Therefore, we, the teachers, need to make our lessons meaningful, using
interactive, innovative and interesting methods. We know that the introduction of
modern information and communication technologies in the educational process, their
targeted and correct use, thereby increasing the interest of students in foreign
languages, improving the effectiveness of teaching is the most important issue. There
are many types of education today. We should use them to cover a new topic more
broadly and to increase their interest throughout the lesson. It is known that in recent
years, a new era in the teaching of foreign languages in the public education system in
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our country has begun, the requirements and methods have changed. This requires the
use of advanced pedagogical technologies, interactive, innovative methods. This is
evidenced by the fact that English is taught in educational institutions from the 1st
grade. It takes a lot of work from teachers to increase the interest of knowledge-hungry
children in language learning and to bring them into the rich world of English. Of
course, the organization of lessons on the basis of various interactive games increases
their enthusiasm, activates passive students, creates an atmosphere of teamwork, as
well as competition between students in the classroom. Currently, special attention is
paid to the development of creative activity and interests of students. Various
competitions, championships, Olympic Games are held. This shows that the principle
of the child's activity in the learning process has been and remains one of the basic
rules in didactics. This concept refers to a quality of activity characterized by a high
level of motivation, a conscious need to acquire knowledge and skills, efficiency, and
compliance with social standards. Such activity is the result of targeted pedagogical
influences and the organization of the pedagogical environment, i.e. practical
pedagogical technology. One of these technologies is interactive gaming technology.
The main task is to make the learning process interesting, to create a positive mood in
students and to overcome difficulties in mastering the learning material. The game will
help you solve these problems. Their use gives good results, increases the interest of
students in the lesson and, most importantly, allows them to master speech skills in the
process of a natural situation, to communicate during the game.
The essence of didactic play is that children solve the mental problems put
forward by him in the form of entertaining games, find their own solutions, overcome
certain difficulties. To understand the meaning of didactic games, the following
requirements are set:
Each didactic game should provide exercises that are useful for students ’mental
development and their reading.
An interesting task is required in a didactic game, the solution of which requires mental
strength to overcome some difficulties.
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Here are some examples of didactic games to make your English lesson meaningful:
PICTIONARY is a drawing game known to most English learners. We will use a
simple board or a white magnetic board for this game. Divide the class into two groups
and draw a table for each team on one side of the board and write down the scores of
the teams here, and the groups choose a name for themselves. Then one student from
each group goes to the board, selects one of the inverted words and draws it on the
board, and the others find it. The team that finds the word first gets points.
OBJECTS is a fun game that tests students' memory and vocabulary. The more we
increase our vocabulary, the better our English speaking skills will be. Terms of the
game: We will use the board and 15 items in the classroom. We put all the items on the
table, call all the students, tell them to look at the items on the table, and then cover
everything with something. We then ask students to write the 15 items they remember
on a piece of paper or in their notebooks in English. After 2-3 minutes, the teacher
writes the names of the items on the board and the students check the names of the
items they have written. The student who writes the most correctly is the winner.
BACK TO BACK - this game sharpens the reader's memory and improves hearing.
We place the colorful pictures on the left side of the table, put two students on the board
and ask one of them to choose the pictures, without showing the second student they
sit in two opposite chairs. The child holding the picture tells what is depicted in a riddle
and the second student writes down what he or she has heard. The student wins if he
or she writes clearly and concisely. This game is also fun for the upper classes.
BINGO is a game that requires a little preparation. But it’s a lot of fun. Make 4x4 bingo
papers and write the words in each box and distribute to students. Words should not be
repeated and students should mark the presence of them as you read them. The first
student to mark all the words on the page is the winner.
Working on Enjoy English teaching materials M.Z. Biboletova N.V. Dobrynina, I think
that the use of game-learning technologies allows to lay the foundation for the
formation of the main components of educational activities: to see the goal and act
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accordingly, to control their own behavior and the actions of other children ability to
make and evaluate. The game stimulates children’s interest and activity, takes into
account their individual abilities, gives students the opportunity to prove themselves in
activities that are interesting to them, and contributes to faster and longer
memorization. Psychologists emphasize that the assimilation of theoretical knowledge
through educational activities - through labor, social and organizational work and play.
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